So if we stuffed Vitara into the mothership instead of Karin, would she be happy or pissed about it?
 
A/n: update delayed pending getting my keyboard working again. "Typing" with the software keyboard is pure torture. Fortunately it's just Google bollixing the drivers rather than a hardware issue.
('Driver not found' is likely the third most annoying error message, right after 'unknown error' and 'hardware fault')
 
Would it be possible to send out a carrier group to generate IUs. i.e. have them find deposits of useful elements and then mine them before returning/contimuing?
 
A/n: update delayed pending getting my keyboard working again. "Typing" with the software keyboard is pure torture. Fortunately it's just Google bollixing the drivers rather than a hardware issue.
('Driver not found' is likely the third most annoying error message, right after 'unknown error' and 'hardware fault')
that sounds really frustrating I hope you manage to fix it quickly.
 
A/n: update delayed pending getting my keyboard working again. "Typing" with the software keyboard is pure torture. Fortunately it's just Google bollixing the drivers rather than a hardware issue.
('Driver not found' is likely the third most annoying error message, right after 'unknown error' and 'hardware fault')
When is the next update?
 
as soon as I can get google to unfrak my keyboard. I am not typing a ~5000+ word post with the laggy and frustrating software keyboard, and manual mouseclick cut-and-paste.
if it's not fixed by this friday I'll dip into my limited funds and pick up a cheap portable keyboard, because seriously this software thing is
awful, and I do do things other than write quests with my device.
 
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as soon as I can get google to unfrak my keyboard. I am not typing a ~5000+ word post with the laggy and frustrating software keyboard, and manual mouseclick cut-and-paste.
if it's not fixed by this friday I'll dip into my limited funds and pick up a cheap portable keyboard, because seriously this software thing is
awful, and I do do things other than write quests with my device.
Well let me guess that your keyboard still refuses to work?
 
@Mechanis
at this point i'd advice you to write a badly written update on mobile, just to keep the momentum going.
you can redo the update once you've fixed the problem.
 
This is no longer an issue. My keyboard has magically* started working again, as of this morning. Which is good, because the next step would involve having to spend money and I really try to avoid that.

Regular updates will resume on Friday

This is to give me some time to get 'back in the groove' of writing and re-read my notes.
*read: I did a full factory reset and just dealt with putting my files back on.
 
This is no longer an issue. My keyboard has magically* started working again, as of this morning. Which is good, because the next step would involve having to spend money and I really try to avoid that.

Regular updates will resume on Friday

This is to give me some time to get 'back in the groove' of writing and re-read my notes.
*read: I did a full factory reset and just dealt with putting my files back on.
YAY
 
Don't mind me, I'm just rolling some dice.

...okay, a lot of dice. the 3rd quarter is coming, folks, and it's a big one. already up to 2000+ words and I barely have the General Actions done.
you can likely see why I didn't want to write this with a software keyboard :D

edit ohkay WHAT THE HELL.
did one of you scarifice something to the Dice Gods for diplomatic things? seriously.
two crits in a row.
... you know, I was kind joking with that 'EX rank Luck' tag but I'm starting to think it really isn't a joke.
Mechanis threw 8 10-faced dice. Reason: Intel Checks Total: 39
7 7 1 1 2 2 6 6 5 5 8 8 7 7 3 3
Mechanis threw 4 10-faced dice. Reason: Science Checks Total: 14
3 3 8 8 1 1 2 2
Mechanis threw 12 10-faced dice. Reason: Civil Checks (holy hells) Total: 62
2 2 2 2 1 1 5 5 9 9 2 2 7 7 7 7 7 7 6 6 6 6 8 8
Mechanis threw 2 10-faced dice. Reason: MOAR Civil Checks (yeah) Total: 16
8 8 8 8
Mechanis threw 4 10-faced dice. Reason: Diplomatic Checks Total: 31
8 8 10 10 3 3 10 10
 
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Turn 3: 1085 KDS, 3rd Quarter Results
Well, after that unexpected delay, there's only one appropriate response:

(|o|)
/ / O \\
V..........V

[X]Plan: Compromise Proposal

Construction Options:
[X] Build Civil Structure (what and where)
[X] Tiir
-[X] Large Lab
-[X] Distribution Hub
[X] Khaal
-[X] Large Lab
-[X] Distribution Hub
[X] Maat
-[X] Large Lab
-[X] Large Lab
[X] Build Martial Structures: 3x Light Production Bays(One at each holding), 3x Heavy Production Bays(One at each holding)
Your industry pours out into every holding, construction beginning on lab complexes, industrial centers, and unit assembly lines with alacrity. Jazda's direct oversight speeds construction massively, rapidly bringing projects to completion.
Holding Status Updated!

Research Projects:
[X] Improved Mine [Locked, seven turns remaining]
Improving the ability of your mine to extract materials from Kharak's crust is more complicated than a layman would assume- the immense, industrial PDAs used to bore shafts are in actuality pushing the technology's current limits considerably. Breakdowns from melted, overloaded, or damaged components are almost an hourly occurrence, which slows the work to barely competitive with a more traditional drill-bore. Improving the ability of the mine's support structure will be necessary to improve mine yield.

[X] Improved Small Lab [Locked, five turns remaining]
Small labs may not be the so-called 'backbone' or 'meat' of your research apparatus, but they are the cartilage and sinew that holds it together, performing vital experiments that larger, busier labs may not have time for… or those that are too dangerous to risk larger, more expensive facilities on. Upgrading these facilities is mostly a matter of careful development of inexpensive, robust versions of more delicate scientific machinery without sacrificing functionality.

[X] Sandblaster Turbine [Locked, three turns remaining]
This advanced turbine system could greatly reduce the operational cost of aircraft and other turbine craft- current turbine systems must make use of special filters and sand baffles to prevent internal glazing and sand damage, which drives up their cost considerably. Initial tests are quite promising- the prototype engine can run for nearly an hour in even high-dust conditions before internal glazing becomes severe, without any filters whatsoever. As it is, you could mount it in existing craft and save a few tons by removing some of the sand baffles… but it could be better. The development team thinks that, within less than a year, they can create a turbine that doesn't require any filtering machinery at all, a massive leap over all prior systems.

Special, Unit Selection:
[X] Wrath
The LO-40 is an intimidating machine- its massive, gunmetal-grey hull and wide, swept wings combined with its thunderous twin double turbines hurl the massive plane into the sky… and its weapons are no less intimidating. Its massive bomb bay can hold ninety-five powerful 'Smart' bombs that can shatter a charge or pound a facility into broken rubble… and its advanced BX variant carries a single weapon of unprecedented power: The XB-2 Experimental Fuel Explosive, an air-burst thermobaric weapon that can smash even heavy tanks like soda cans over an immense area. Truly, it's moniker of "Wrath" is appropriate, for the high-altitude bomber's only sign of presence is the rain of death and destruction it leaves in its wake.
LO-40 and BX-40 Bombers are now available for construction.

Martial Actions:
[X] Tanks, but no Tanks
After the impressive show of air power earlier this year, the tank and artillery manufacturers are eager to impress. A series of wargames and trials are arranged between the many entries, and Noreena notes a few that really stand out above the rest:

The first is a speedy medium tank that demonstrates impressive speed on sand and road alike thanks to its highly unusual wheels. While somewhat light on armor, the Raider's superior speed and maneuverability grant it surprising staying power, almost dancing around its competitors to bring its cannon into play, then screaming away in a fountain of sand to avoid counter-fire.

The LT-44 is a fast and lightly armored medium attack vehicle with an oversized cannon that allows it to threaten much heavier units. While not particularly armored, their superior speed allows them to easily outmaneuver the more ponderous heavy vehicles they are intended to harass, while a basic machinegun helps to fend off lighter foes.

The next competitor is almost a perfect contrast to the lighter LT-44; hiding its low-slung armored hull behind dunes and ruined walls, only unshadowing its rear-mounted turret to blast unfortunate targets into scrap. It's real defining moment though, is when it drives into a dune, deliberately burying itself in the sand, an lurks there for almost twenty minutes, until the competitor's search pattern goes right past it. Then it explodes from the side of the dune, shedding sand from angled plating, and blasts a hole into the rear armor. The HF-5 is as patient an ambusher and stalker as its namesake.

The Scorpion is a medium tank with an unusual predilection to ambush tactics- its low-slung hull and rear-mounted turret are unusual, and the vehicle's ability to burrow into dunes for concealment is of immense tactical value.

The next entry that truly stands out is an angular brick of a tank with a pair of stubby-seeming barrels stacked on top of each-other. While slower and more heavily armored, where it really shines is those cannons- the paired mount blasts a steady one-two beat, never slowing down or stopping, rocking targets again and again with constant, unending fire. The T-11 is about as subtle as a brick to the face, but with its armor and cannons it doesn't need to be.

Armed with a pair of cannons configured for continuous fire, the T-11 is a simple but brutally effective update of the classical tanks used for decades by the North. It's unsubtle, inelegant, and graceless, but highly difficult to stop thanks to thick armor and heavy firepower.

The last standout is so thanks to its radical approach- while other entries are meant to 'punch above their weight' or mostly engage their counterparts, the AV-12 instead is announces its presence with the a tearing BRRRRRRT and a seemingly-solid bar of heavy tracers that sweeps across the proving ground like a broom, the oddball vehicle mounting only a single massive chaingun. Its odd U-shaped hull brings to mind less a tank and more a fixed emplacement that someone has sat atop a set of treads, but its armement would make it devastating to lighter units and aircraft.

The AV-12 mounts a single massive chaingun on its odd hull, able to shred any lighter units before it, and even flay the armor off of heavier foes en mass.

The last two entries to the medium trials that truly stand out are a pair of artillery pieces.
The first, the XTA-75 is a fairly conventional howitzer, mounting a single long-ranged cannon that can drop shells on distant targets. While it cannot fire on the move, it is surprisingly mobile, able to reposition with considerable speed, thanks in no small part to its relatively light armor.

The XTA-75 is a relatively conventional howitzer, effectively a modern update to your current hopelessly outdated artillery park. While unable to fire on the move, it can reposition with considerable speed and its use of proven, simple technology makes it much cheaper than most other artillery options.

The last is a smaller but no less useful offering- the MDT-23 is a missile-artillery platform with a sleek, low-profile hull and a secondary machine-gun mount to ward off light units. While not able to grant the same level of range as its competitor, its greater armor and secondary mount combined with the ability to fire on the move make it an excellent medium-range skirmisher.

This mediumweight missile platform is well-armored and perfectly suited towards skirmishing duties, able to fire its artillery missiles even at full speed and fend off lighter units with a secondary machine-gun.

There are only three heavy vehicles that truly measure up to Noreena's exacting standards displayed today, sadly. Unfortunately the demands of producing large fighting vehicles rather reduces the number of firms competing for the prize to begin with, and the engineering challenges often doom first attempts.

The first is a simple, straightforward heavy tank, perhaps not anything exciting, but well balanced in cost, armor, and ability. The very simplicity and mundanity of the design stands out- where many manufacturers can get extravagant with the added ability to carry weapons and armor, the BW-4 instead shows a rugged, well-engineered ability that allows it to outshine its competitors, especially in its price tag, which is shockingly low for a heavy tank.

The Paladin is a simple, robust and rugged heavy tank. While it may not have much in the way of 'bells and whistles,' its straightforward design and uncomplicated machinery render it both cheap and effective.

The second is a hulking monster of a tank, its massive turret capped with twin box launchers and fronted by a stubby barrel. The TL-44 may have a deceptively simple designation, but when its launchers and cannon roar out in unison to devastate a wide area of the proving grounds Noreena understands why it earned the nickname 'Titan.'

This enormous fighting vehicle not only mounts heavy armor and a powerful cannon, but also a pair of MRLS units that, combined, allow it to bring massive firepower to a battle-line.

The last unit on display, however, doesn't even appear at first, its competitors milling about in confusion- before a missile streaks out of the sky and throws a dozen light tanks flying like pebbles. Then another. And another. And another. The bombardment continues for almost a minute, reducing the grounds to a pattern of broken craters, before the surprisingly small artillery piece finally crests a nearby ridge, still firing. The reason for its ability becomes clear immediately. The TR-8 mounts four powerful missile tubes, not as a single, linked barrage system like most others, but as individuals, allowing it to maintain near-constant bombardment.

The Manticore is a missile artillery platform that mounts four individually-firing tubes, allowing it considerable flexibility in its barrage density and spread. Several Manatcores in concert can produce a contiguous missile barrage than almost no other unit can match.
New Unit Selection Options are available.


[X] Support Cruiser

Cruisers have been the North's Ace for a long time- no Gaalseinii unit has been able to match these fighting vehicles until recently. The development of several new technologies, including the Mobile Assembly Array, has allowed the creation of a new type of Cruiser- a Cruiser than, in place of massive firepower, mounts a repair suite and small production line. These 'Support' Cruisers offer considerable flexibility in tactics and vastly improve battlefield survivability with their front-line repair capability.


The Support Cruiser is both a powerful combat unit and a mobile repair and construction facility for front-line combat. Armed with dual-purpose cannons and multiple dual-mode chainguns, a repair suite, and a light production line, Support Cruisers can turn the tide of a battle as much as any other Cruiser, but are less expensive than most other Cruiser types.
You may now construct Support Cruisers.

Intel:
Check Intel (Civil); challenge rating 8, vs Skill Intel (Civil) rating 7
Check roll 7 VS Skill roll 1, -1 malus from lower rank, +2 skill bonus. Final Skill roll: 2
Failure

Check Intel (Gaalsein); challenge rating 8, vs Skill Intel (Gaalsein) rating 6
Check roll 2 VS Skill roll 6, -2 malus from lower rank, +2 skill bonus. Final skill roll: 6
Success

Check Intel (Military); challenge rating 8, vs Skill Intel (Military) rating 7
Check roll 5 VS Skill Roll 8, -1 malus from lower rank, +2 skill bonus. Final Skill roll: 9
Success

Check Intel (Gaalsein); challenge rating 8, vs Skill Intel (Gaalsein) rating 6
Check roll 7 VS Skill Roll 3, -1 malus from lower rank, +2 skill bonus. Final Skill roll: 4
Failure

Results:
Failure, Success
Completion of 'Intel, Gaalsein Research Efforts' at 150/?
Success, Failure
Completion of 'Intel, Gaalsein Military Position' at 50/?
[X] Testing the waterssands
Without current-gen recon units to work with, locating Gaalseinii fortifications and armies is a near hopeless task, but collating the decades of past data may still reveal some crucial knowledge. Or so Verdigris tells you, anyway. Still, you're only just starting your research efforts.

[X] Where do they get all these wonderful toys?
Work on locating the Gaalseinii research apparatus hits a minor snag when several years of data is revealed to have been misfiled or lost, but fortunately at least some of it is located. If the clerks responsible for filing those properly weren't already dead, they'd probably need to hide from Verdigris' analysts, who were quite descriptive of what they wanted to do to the unfortunates.


Science:
Check Science (Construction); challenge rating 5 vs Skill Science (General) rating 10
Check Roll 3 vs Skill Roll 8, +6 Rank Bonus, +1 General Skill bonus. Final skill roll: 15
Critical Success

Check Science (Energy); challenge rating 4 vs Skill Science (Energy) rating 9
Check Roll 1 vs Skill Roll 2, +6 Rank Bonus, +2 Skill bonus. Final skill roll: 10
Critical Success

Results:
Critical Success
Critical Success
Critical Success, Advanced Lab Complex cost reduced 25%
Critical Success, Research time reduced by one turn. Better Power Plants will now complete in two turns.
[X] Better powerplants
*KRRRACKALEZAT* "BLAST! A pox, a POX, on all substandard power relays!"

You'll come back later.
*FWOOM* "MY HAIR!" "Oh, don't be such a baby. It's only a little scorching!"
Much later.

[X] Advanced Lab complex [Locked, One turn remaining]
"No, redundant, what moron designed that, arrgh! Stupid, That could kill somebody- You! Go find me the idiot who drew this up so I can strangle them!"
… you know, you're starting to think that maybe you should just stay out of Vitara's labs entirely.

Civil:
Check Civil (Infrastructure); challenge rating 4 (reduced from 5, Perk: Somtaaw Knowhow) vs Skill Civil (Infrastructure) rating 8
Check Roll 2 vs Skill Roll 2, +2 Skill Bonus, +4 Rank Bonus. Final skill roll: 8
Success

Check Civil (Construction); challenge rating 7 (reduced from 8, Perk: Somtaaw Knowhow) vs Skill Civil (Construction) rating 8
Check Roll 1 vs Skill Roll 5, +2 Skill Bonus, +1 Rank Bonus. Final skill roll: 8
Success

Check Civil (Construction); challenge rating 7 (reduced from 8, Perk: Somtaaw Knowhow) vs Skill Civil (Construction) rating 8
Check Roll 9 vs Skill Roll 2, +2 Skill Bonus, +1 Rank Bonus. Final skill roll: 5
Failure

Check Civil (Construction); challenge rating 7 (reduced from 8, Perk: Somtaaw Knowhow) vs Skill Civil (Construction) rating 8
Check Roll 7 vs Skill Roll 7, +2 Skill Bonus, +1 Rank Bonus. Final skill roll: 10
Critical Success

Check Civil (Construction); challenge rating 7 (reduced from 8, Perk: Somtaaw Knowhow) vs Skill Civil (Construction) rating 8
Check Roll 7 vs Skill Roll 6, +2 Skill Bonus, +1 Rank Bonus. Final skill roll: 9
Success

Check Civil (Construction); challenge rating 7 (reduced from 8, Perk: Somtaaw Knowhow) vs Skill Civil (Construction) rating 8
Check Roll 6 vs Skill Roll 8, +2 Skill Bonus, +1 Rank Bonus. Final skill roll: 11
Critical Success

Check Civil (Construction); challenge rating 7 (reduced from 8, Perk: Somtaaw Knowhow) vs Skill Civil (Construction) rating 8
Check Roll 8 vs Skill Roll 8, +2 Skill Bonus, +1 Rank Bonus. Final skill roll: 11
Critical Success

Result:
Success
Success, Failure, Critical Success, Success, Critical Success, Critical Success
Minor unused industry discovered.
Tiir Large Lab Cost reduced 25%
Tiir Distribution Hub unaffected
Khaal Large Lab completed ahead of schedule
Khaal Distribution Hub Cost reduced 25%
Maat Large Lab completed ahead of schedule
Maat Large Lab completed ahead of schedule
[X] Survey Facilities
It seems that civilian facilities were pretty carefully kept track of, however a few less-used facilities slipped through the cracks for one reason or another. Bringing them back into the Kiith's main industrial plant is fairly simple, however.
Result: Civil Holding Structure list updated.
[X] Oversee a General Action (Build Civil Structure)
Brining Jazda's expertise to your build-up turned out to be worth your weight in gold- under her expert direction, costs are reduced and deadlines obliterated, new facilities springing up at record speed and underbuget.
Result: Large Lab at Tiir and Distribution Hub at Khaal cost reduced, other Large Labs completed ahead of schedule.

Diplomatic:
Check Diplomatic (Kiithid, S'jet); challenge rating 4 VS Skill Diplomatic (Kiithid, General) rating 7
Check Roll 8 vs Skill roll 10, +3 Rank Bonus, +1 Skill Bonus. Final skill roll: 14
Critical Success

Check Diplomatic (Kiithid, Manaan); challenge rating 4 VS Skill Diplomatic (Kiithid, General) rating 7
Check Roll 3 vs Skill roll 10, +3 Rank Bonus, +1 Skill Bonus. Final skill roll: 14
Critical Success

Results:
Critical Success
Critical Success
Kiith S'jet relations 700/2000 to next rank
Skill Diplomatic (Kiithid, S'jet) rank 2 learned by Teriim Nabaal
Kiith Manaan relations Rank Up! Kiith Manaan relations now at 5.
Kiith Manaan relations 250/800 to next rank
Skill Diplomatic (Kiithid, Manaan) rank 2 learned by Teriim Nabaal
[X] S'jet Science
Teriim reports that further talks with the S'jetii have proven not only successful, but quite illuminating, furthering his ability to bring them on board. He reports that with a little more time he may be able to bring them fully onboard thanks to the strong lelations your two Kiith have historically enjoyed.

[X] Wanderer's Promise
'Striking while the iron is hot' turned out to be opportune- the Manaani are very concerned with the demonstrated capability of Gaalseinii forces to the mainline armies of most Kiith, and your crash military upgrade program, especially the development of mobile assembly lines in the Carrier and Support Cruiser, is of considerable interest to them.

Personal:
[X] Visit the Daiamid


The Daiamid is the humming hive of Kharak's political landscape, a massive dome filled to the brim with politicians, lobbyists, moguls, clerks and bureaucrats- many of them from your own Kiith. Unfortunately, despite numerous efforts over the centuries, the Daiamed still has relatively little power in its own right, and is often crippled by political infighting amongst the fratuitous Kiithid. While its existence has kept the peace among the majority of the Kiith, there are others who simply utterly refuse what little authority it does possess… most notably Kiith Gaalsein.

That, you muse as the chamber argues over minuta, is the real problem. The Daiamid is ill-prepared to meet what you fear is coming, but perhaps you can turn that around if you can get enough of the Great Kiith to support you.

Result: Daiamid revealed to be bogged down by factionalisitc infighting and unprepared for impending Gaalsein invasion.
Goal unlocked: Daiamid Cohesion- bring at least two Kiith to lvl 8 relations and have no Kiith below lvl 5 to unify the Daiamid council sufficiently to face the Gaalsein invasion.
Rewards: Other Great Kiith in much better position against Gaalseinii forces, greater interkiith cooperation, ????
Failure: Kiith with relations below 5 devastated by Gaalsein invasion, Kiith with relations 5-6 heavily damaged by Gaalsein invasion, incoherent military response may hamper operations during invasion, potential for some Kiith to attempt to exploit the chaos to attack rivals or make bids for territory, general faith in the Daiamid government greatly reduced.


(|o|)
/ / O \\
V..........V
The way image limits are counted is dumb, that is all.
 
Turn 3: 1085 KDS, 3rd Quarter Vote Options
Most general actions are tied to the development of your holdings, the state of your armies, and the majority of your research complex. Each action may be taken a variable number of times, depending on different factors. Note that some actions may be duplicated in your Advisor's actions, allowing you to take more that the supposed 'maximum' number of actions in a turn. This will occur most often with Civil and Science actions, but also may appear with the other types occasionally. Note that some Advisor actions may complete more quickly or take longer than their General Action counterparts, or cost more or less resources, or otherwise be slightly different.

Construction Options:
You may choose up to two construction option types per turn. You may take as many of those options as are available to you, but may not, for example, start a martial structure, a civil structure, AND a unit batch at the same time.

[] Build Unit/s (type)
You have three available general production lines.

You have nine available Light production lines1​
You have six available Heavy production lines2​
You have one available Carrier production line3​

[] Build Civil Structure (what and where)
You may construct up to two structures at each of your Civil holdings.

[] Build Martial Structure (what and where)
You may construct up to two structures at each of your Martial holdings.

[] Build Defenses (what and where)
You may construct one Defense at each of your holdings.

1: Light Production Lines produce Light and Very Light units
2: Heavy Production lines produce Medium and Heavy units
3: Carrier Production lines may produce any non-carrier non-cruiser unit for free, however the Carrier's force group will have priority, meaning any units so produced will be added to the Carrier's Force until it has no available room for that unit type before being assigned to the general pool.

Research Projects:
You may conduct up to six research projects at this time. Build Labs to increase the number of simultaneous projects. {Alert} Three Actions locked. You have three actions available.{Alert}
New research options are avalable.

[X][LOCKED] Improved Mine: improving Mines allows you greater income. This project improves the Mine Structure and the base income of your Civil Holdings.
Cost: 10 RU per turn over eight turns
Rewards: Mines upgraded to Improved Mines (which generate greater IU output), base IU income of Civil holdings increased by 20%
Seven Turns Remaing

[x][LOCKED] Improved Small Lab:
Expanding the capabilities of Small Labs allows more research to be done at these facilities. This project will improve the base RU income of your holdings and the Small Lab Structure.
Cost: 20 RU per turn over six turns
Rewards: Small Labs upgraded to Improved Small Labs (which generate more RUs), base RU income of your Civil holdings increased by 15%
Five Turns Remaining

[x][LOCKED] Sandblaster Turbine:
a scientist has recently proposed a novel turbine design that looks to be considerably better than current-generation engines at handling sand and dust intake, reducing the weight and cost of mounting them to aircraft. If results pan out, it could considerably reduce the cost of aircraft… or allow them to carry more weapons, armor, and gear at the same cost.
Cost: 25 RUs per turn over four turns
Rewards: aircraft cost reduced, heavy aircraft options available, new research options.
Three Turns Remaining

[] Improved Lab: upgrading your Basic Labs to proper research complexes will allow large amounts of research at once. This project improves the Basic Lab structure.
Cost: 14 RU per turn over four turns
Rewards: Basic Lab upgraded to Improved Lab (2x RU generation for only 1.5 times the price!)

[] Magnetic Rail Driver: Gaalsein scientists have developed a powerful anti-armor weapon in the Railgun- the immense speed of the sabots fired by railguns can punch right through armor that would ignore other weapons of similar size, hit targets with significant accuracy, and deal significant damage when it does so. The only weapons that can even partially match Railguns in your own arsenal are Rockets, which are imprecise at best. Developing Railguns of your own is the best way to counter that advantage.
Cost: 15 RU per turn over four turns
Rewards: Develop Railguns.

[] Anti-sand Casing: modern wheel systems are notoriously difficult to sand-harden, drive shafts and differentials especially. Recently, however, a scientist proposed building multiple, smaller motors for each wheel and installing them in sealed cases, which would bypass the issue entirely. It'll take some work to get it to the point of costing the same as a standard drive system for the same power, but initial results are very promising.
Cost: 20 RUs per turn for three turns
Rewards: Wheel Desert Hardening improved, allowing operations in Near Zones with no penalties. Further Hardening research for Wheels.

[] Dune Track: this improved track design allows even the heaviest vehicles to operate on loose sand, improving their ability to transverse the open desert- though whether the other systems involved can handle the extreme conditions of the Deep Desert is uncertain.
Cost: 16 RU per turn over six turns
Rewards: Track Desert Hardening improved, allowing operation in Deep Desert zones at a significant penalty and with Hazard Rolls. Further Track Hardening research.

[]Bipedal Propulsion: The Gaalsein have deployed numerous bipedal war machines in their raids recently. These units are agile, fast, and extremely well-suited to the desert environment which makes up most of the renegade Kiith's territory. Developing your own equivalent may remove that edge, or even turn it to your side… the only problem is, without any captured examples, your science teams have no idea how the Gaalsein have overcome the problems involved in producing that performance. Your own attempts at such things can barely move under their own weight, much less match the nearly unbelievable performance of the Gaalseinii machines. Still, it obviously IS possible, so they can still take a crack at it.
Cost: 10-20 RU per turn over ???? turns
Rewards: Develop viable Bipedal legs propulsion. New units and research options.
Note: capturing some Gaalsein hardware or data will significantly impact this project.

[]Light Support Units: The development of Carriers and Support Cruisers has brought additional thoughts on miniaturized and mobile fabrication. Developing lighter support units than Support Cruisers may be useful, as even if they are considerably cheaper than most cruisers they are still cruisers, with the construction issues and immense resource cost that implies.
Cost: 15-25 RU per turn over ???? turns
Rewards: further miniaturize General Assembly Arrays sufficiently to mount them on non-cruiser units, ????

[]Bomb College: You already use self-guiding 'Smart' bombs that are much more accurate than traditional unguided bombs, but their systems are still relatively primitive. Improving your bombs with better guidances and targeting systems without greatly increasing their cost might be challenging, but seems doable.
Cost: 18 RU per turn over four turns
Rewards: All Bomb weapons accuracy increases by 1

Assignment:
You may assign units to Forces and reinforce Garrisons freely. However, activating new Forces or conducting Missions require dedicated actions.

[]Activate Force (what kind?)
You may have up to six active Forces at this time. Construct Command structures to increase the number of Forces you can operate at one time.

[]Mission: Carrier Combat Trials: Carriers are the newest addition to your arsenal, but actually using them in battle is still untested. Conducting a series of combat trials will allow you to see what may need upgrading and how best to use them.
Required: Carrier (1x), Light unit (30x), Medium unit (25x), Heavy Unit (20x), Air unit (15x)
Rewards: Carrier improvement options

Special, Unit Selection:
New units are available to add to your arsenal! Note that you will only be able to maintain four types of aircraft, six Very Light to Medium units, six Heavy or Very Heavy units, and four Extremely Heavy or Superheavy units, and one carrier and Support/Production Cruiser type at a time- if all those slots are filled, you must decommission an existing unit. While this will not remove units already produced or stop batches currently in production, Decommissioned units are not available for further production. It is therefore recommended only to do so when the unit you are gaining offers a substantial improvement over those you already possess.

You may select one Gunship:

[] Hawk

Gunship armed with two Medium Cannons and one Heavy Gun. moderate armor and cost, and good at striking single hard targets, but fares poorly against swarms of lighter units.

[] Locust

Gunship armed with a single Medium chaingun and two Light MRLS. cheap and lightly armored, extremely adept at massacring lighter units but not particularly useful against hard targets except in large numbers.

You may select one fighter or fighter-bomber.
[] Razor

Fighter armed with Twin Heavy AA Machineguns. Very middle-of-the-road in terms of cost and armor, but has superior dodge ability due to small size. Absolutely destroys other aircraft, but cannot contribute to ground battles.
[] Broadsword

Fighter-bomber armed with a single Heavy Dual-mode Cannon, Triplet Medium AA Machineguns, four Medium Missiles and eight Medium bombs. Expensive and much less agile than a dedicated fighter, but brings a fair amount of hurt for ground battles and some fairly significant pain for air units as well.

You may select three Medium Units:
[] Raider

The LT-44 is a fast and lightly armored medium attack vehicle armed with a Medium Cannon and Medium Machinegun. Not substantually cheaper than other Medium units, but much, much faster than anything else currently available for selection.
[] Scorpion

The Scorpion is a medium tank with a single Heavy Cannon and a Light machine-gun. It mounts relatively heavy armor and has a low-profile hull that makes it harder to detect.
Special: Ambush Scorpion- The Scorpion tank gains a one-rank bonus to attacks when striking undetected, whether that be from cover or even by burrowing into the sides of nearby dunes.
[] Relentless

Armed with a Dual Medium Cannon, the T-11 is a simple but brutally effective update of the classical tanks used for decades by the North. It also mounts heavier armor than most Medium tanks, making it somewhat slow but very difficult for peer forces to deal with.
[] Shredder

The AV-12 mounts a single Dual-Mode Heavy Chaingun and medium armor, allowing this fast unit to sweep light units and aircraft alike from the battlefield in a hail of slugs.
[] Thunderer

The XTA-75 mounts a single Very Heavy Artillery Cannon and the Stabilizers gear needed to fire it safely. While unable to fire while moving, the Thunderer's ability to threaten even heavy units at considerable range for the pricetag of a Medium unit is of considerable utility.
[] Havok

This mediumweight missile platform carries two Medium Artillery Missile launchers and a single Medium Machinegun. Its relatively low cost, moderate speed and armor, and ability to fire its missiles even at top speed makes it an excellent artillery piece for skirmishing units.

You may select two Heavy units:

[] Paladin

The Paladin is armed with a single Heavy Cannon and carries Heavy armor. While it is not outstanding in any way, the simple and uncomplicated design reduces its costs considerable over other units in its class.
[] Titan

This enormous fighting vehicle mounts a single Very Heavy Cannon and two Heavy MRLS mounts, making it highly dangerous to both massed light units and heavy units, and even cruisers. It is a wee bit expensive and large though.
[] Mantacore

The Manticore is a missile artillery platform that mounts a Quad Heavy Artillery Missile Launcher, which allows the unit to near-continuously rain fire on an opponent. It is somewhat slow, but has sufficient armor to ward off most lighter weapons.


Character actions:
you may pick up to two actions.

[] Need For Speed: The Gaalseinii have developed a highly mobile force that also mounts considerable armor. While your faster light vehicles can keep up with the slowest of them, they lack the weapon power to actually cause damage. Updating your Light forces is almost as important as our heavier units.
Rewards: Light unit options

[] Rolling Thunder: Cruisers have always been the the other Kiithid's ace against the Gaalseinii, these massive armored vehicles unmatched by anything the Gaalseinii had save massed firepower... until now. Reports of Gaalsein cruisers have been confirmed, and even worse, they mount devastating firepower unmatched by your own, and seemingly impregnable armor that is superior to your own cruisers! Obviously, updating your most impressive and heaviest armored units should be done as soon as possible.
Rewards: Cruiser Options

[] Exotic propulsion: wheels and tracks have been the staples of ground propulsion for decades, but the Gaalsein have introduced a new wrinkle: legs. Their new lines of bipedal machines are faster on the desert than your own units, and give them maneuverability than has to be seen to be believed. Maybe looking into some non-traditional propulsion of your own could help counter that.
rewards: Research projects related to new propulsion systems.

[] Oversee a General Action (what): allows you to apply skill checks to general actions, generally recommended for actions specifically noted as being able to benefit, otherwise, apply common sense.
Reward: Variable.
You may pick up to two actions, or a single action twice.

[] Testing the waterssands: While you have a general idea of most of the modern Kiith Gaalsein forces, getting better data on their full capabilities and whatever other units they might field is likely a good idea.
Rewards: Better intel on Gaalsein capabilities.
Note: Bases at 50/?, Forces at 0/?. When you actually know how much more there is left to do, these will split into dedicated projects.

[] Where do they get all these wonderful toys?: Kiith Gaalsein has gone from technology that was inferior to our own of four decades ago to factually superior to even our cutting-edge in certain areas, in less than a decade. the question is, how was this accomplished? where did they acquire the resources? and how can we disrupt or preempt them?
rewards: intel on Gaalsein research, industry, or resource operations.
Note: Research at 150/?, Industry at 0/?, ResourseOps at 0/?. When you actually know how much more there is left to do, these will split into dedicated projects.

[] Oversee a General Action (what): allows you to apply skill checks to general actions, generally recommended for actions specifically noted as being able to benefit, otherwise, apply common sense.
Reward: Variable.
You may pick up to two actions, or a single action twice.
{ALERT} Actions Locked. No additional actions may be taken this turn.{ALERT}

[X][LOCKED] Better powerplants: Improving your current powerplants is the best way to get more out of any new machines- and bring the tech gap down.
cost: 6 RU/turn, two turns remaining.
rewards: better power plants, allowing you to get more out of the same tonnage.

[X][LOCKED] Advanced Lab complex: These facilities would greatly increase your ability to do research, if properly constructed anyway.
cost: 8 RU/turn, One Turn remaining.
rewards: Advanced Lab Complex available.


[] Metalloceramics: current-gen Gaalsein units use a novel metalloceramic compound that is substantially stronger per ton than your own armor. Duplicating it would improve your own armor considerably.
cost: 7 RU/turn, 6 turns
rewards: Ceramosteel armor, lighter and cheaper than your current composites.

[] Magnetic Rail Driver: Gaalsein Railguns are superior to your own cannons and other weapons by a considerable margin. Learning how to create railguns of your own is likely a good idea.
cost: 5 RU/turn, 6 turns

[] Oversee a General Action (what): allows you to apply skill checks to general actions, generally recommended for actions specifically noted as being able to benefit, otherwise, apply common sense.
Reward: Variable.
You may pick up to two actions, or a single action twice.

[] Build Defenses (what and where): Overseeing the construction of additional defenses is a good use of Jazda's talents, allowing a holding to be reinforced more quickly.
Reward: Begin construction of a single defense at a holding of your choice, regardless of General Action build limits.

[]Build Structure (what and where): making sure your infrastructure is up to feeding your projects can be difficult to do quickly. Sending Jazda to manage construction can rapidly improve things though.
Reward: Begin construction of up to two Structures at a holding of your choice, ignoring General Action build limits.

[] Improve distribution: distributing food and water to people is always a challenge. maybe you can improve the process somehow?
Reward: Slight IU income boost

[] Oversee a General Action (what): allows you to apply skill checks to general actions, generally recommended for actions specifically noted as being able to benefit, otherwise, apply common sense.
Reward: Variable.
You may pick up to two actions, or a single action twice
[] S'jet Science: Not for nothing are Kiith S'jet considered the best scientists on Kharak. strengthening our ties with Kiith S'jet could prove very useful indeed.
reward: stronger S'jet relations.
Kiith S'jet relations at 200/2000 to next rank.

[] Siidim Security: The other half of the Heresy Wars are not well-liked, in no small part due to a general arrogant attitude, but you'll need the support of every Great Kiith to succeed in your ambitions.
Reward: better relationship with Kiith Siidim

[] Wanderer's Promise: Getting Manaani to commit to anything can be like pulling teeth, but after they lost a Cruiser last year you believe there's no better time to get the Wanderers on-side.
Reward: Better relationship with Kiith Manaan

[] Somtaaw's Struggle: the Somtaaw-Sa has been trying to bring his Kiith into prominence and recognition as the Great Kiith it really is for years. Perhaps a helping hand could get them involved in your crazy evacuate-the-planet plan?
reward: Somtaaw relations improved, Somtaaw resources improved.

[] The Hopeful Ones: Kiith Paktu may be behind the Northern Kiithid's level of industrialization, but they do control more land than any three northern Kiith put together. This might have to wait until there's a few less angry Gaalseinii between you, though.
rewards: More ties to Kiith Paktu.

[] Red Like Blood: Kiith Soban is the primer military Kiith on Kharak, devoted to military pursuits unlike any other Kiith. the Sobani are without doubt the greatest soldiers on the face of Kharak; and you'll need them to survive.
Rewards: Improved Kiith Soban relations.
Kiith Soban Relations at 500/1000 to next rank.

[] Oversee a General Action (what): allows you to apply skill checks to general actions, generally recommended for actions specifically noted as being able to benefit, otherwise, apply common sense.
Reward: Variable.
You may select one personal action.

[] Train in a skill (write-in, must be a skill known to one of your advisers or contacts)

[] Visit the Daiamid (possible new contacts, possible intelligence, possible research projects)

[] Visit a holding (which), may result in any number of things.

[] Help on an Advisor project (which), adds your perks, bonus and skills to a project, potential for new skills.

[] Oversee a General Action (what): allows you to apply skill checks to general actions, potential for new skills.

[]write in

(|o|)
/ / O \\
V..........V

VOTE LOCKED FOR THE WEEKEND

Edit: altered prodction line counts for clarity, because I realized that not everyone may look at the codex prior to voting on stuff and also I realized that it'd make it simpler for me to keep track of too.
 
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whelp, new quest means we need to get Diplo ranks up to 8 FAST, otherwise were going to be hit hard...anyone got a good plan in the mix?
 
Well I think we should definitely go for the shredder, and the manticore simply because having access to anti air and a heavy artillery unit will be very nice, beyond that i am kinda torn for the heavy units... Paladin would give us a cheap and durable heavy unit to counter our enemies, but the titan is an all around effective beast. For our medium units... well, definitely the shredder, it's the only aa I could see, but beyond that I am up too suggestions. Though the scorpion's ability to ambush is definitely a huge asset, especially if paired with our fuel air bombs to shred enemy battle-groups in a single devastating strike.
 
yeah, you missed rolling any of the AA-capable platforms other than the Shredder on this go-round. You might still be able to pick something up when you get access to new drive systems or in light units, and most Cruisers will have at least some AA, even if it's stock-Fatboy levels of useless, but otherwise there just isn't anything available right this second.
You've definitely hit the nail on the head there with the pally and titan though, that choice is gonna be agonizing. Paladins may not have a lot of toys, but they're pretty much the spammiest Heavy unit you can get right now, but Titans have enough boom thanks to their MRLS to have a good chance of hitting Massed Fire bonuses in relatively small numbers... at least in an alpha strike, those launchers don't reload instantly after all. And of course massed lighter units would get a face-full of Massive Missile Barrage, while Pallies would be stuck trying to plink them away with their cannons.
 
whelp, new quest means we need to get Diplo ranks up to 8 FAST, otherwise were going to be hit hard...anyone got a good plan in the mix?
Yeah, I'm just thankful we visited the Daiamid now.
I thought it would just give a minor diplo boost, instead it revealed what we need to prepare for the invasion.

I would suggest S'jet: Very Good (7) {Science Support} and Soban: Good (6) {Military Support} as our two level 8s.
We need to increase Manaan: Average (4) , Paktu: Average (4) and Siidim: Mediocre (3) to level 5.

If we still have time before the invasion, I want to boost Somtaaw: Above Average (5) {Industry Support} and Manaan: Average (4) {Scouting Support}

I recommend we focus on getting the required level 8's before raising the rest to 5.
 
Personal opinion is to take the Relentless, because it's the best medium tank to kill other tanks with, grab the Shredder to kill enemy infantry and light vehicles that the Relentless is overkill for and provide air cover, and then grab the Thunderer to make the enemy have an even worse day with shoot and scoot heavy caliber artillery mounted on a medium frame. Moving on to the heavy options, take the Paladin because economic tanks win wars, specially in this kind of fast on site production style of war, and then either take the Mantacore (because we don't need two heavy tanks) or leave the second heavy slot empty for later designs.

Honestly, we already have the Wraith to carpet bomb swarms of light units anyway, so while yah, the Titans have more stuff, its extra stuff is stuff that's designed to do what our primary (current) bomber design already does. I'll take the economic choice over that thank you. Specially when the only anti-air design we can take doubles as a counter to light unit swarms, and given that moving around without AA in a modern battlefield is silly we'd never want to leave that behind anyway.

If people think I'm making good sense with this force template, I'd suggest also grabbing the Locust gunship, which would shred enemy swarms cheaper then our heavy bomber would, while it's lack of anti-heavy unit firepower isn't really a problem given we'd have the Relentless, Thunderer, and Paladin to blow the shit out of enemy heavy stuff, and then take the Razor to make sure we keep air superiority, as it's a dedicated fighter design and between the Wraith and the Locust I don't think we'd need the Broadsword's extra anti-ground firepower.

Edit : The reason I don't really want to take the Mantacore can basically be summed up as 'we already have the Wrath for applying heavy AOE firepower to an area'. Yes, the Mantacore does differently, but they both reduce the targeted area to a large field of craters. With our limited amount of 'different unit slots', we don't want to double up on capacity too much, and both the Wrath and the Mantacore are heavy units that reduce the target location to a sea of bouncing rubble. As such, we should spend our second heavy vehicle slot on something that gives us new capacities, or at least doesn't only copy the utility of something we already have. And since the Mantacore is a missile design, the enemy might be able to double up their next generation of AA to counter both bombers and cruise missiles (I mean, it's both 'shooting down the enemy flying thingy' at the basis, so while it might not happen but it's definitely possible), which would render both of our heavy blasty things countered at once. Bleh.

So what I'd prefer to do is to just take the Paladin for now for our heavy unit, and then leave the second heavy vehicle slot open till we've done the railgun and Exotic propulsion research actions and see what ends up popping out of those. (I also want to see if we roll an artillery cruiser before we choose our heavy artillery unit too.)

EditEdit: Thinking more on it, while I still think the Relentless is the best medium tank choice currently, if we do use my plan we will also have the Paladin as a 'no frills armor murdering tank' even if it is a heavy instead of a medium, so while the Relentless would still be a very good medium design it might be worth going for the Raider to run down the enemies we've been told like running away from anything strong enough to hurt them, or the Scorpion so they aren't the only ones having fun with ambushes. But we also haven't done our light units design action either yet, which could also cover those areas depending on how we roll, and medium units will probably make up the majority of our serious forces, so having a good design like theRelentless instead of something gimmicky still seems like a good idea to me.

Honestly, we might just want to wait on choosing any of these till we've also done the cruiser and light unit design actions, so we can choose what units make up our 'probably what we'll be using for the first shooty bits' force all at once as a plan that takes into account what all the options are, instead of doing in spits and spurts as the stuff becomes available.
 
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Personal opinion is to take the Relentless, because it's the best medium tank to kill other tanks with, grab the Shredder to kill enemy infantry and light vehicles that the Relentless is overkill for and provide air cover, and then grab the Thunderer to make the enemy have an even worse day with shoot and scoot heavy caliber artillery mounted on a medium frame. Moving on to the heavy options, take the Paladin because economic tanks win wars, specially in this kind of fast on site production style of war, and then either take the Mantacore (because we don't need two heavy tanks) or leave the second heavy slot empty for later designs.

Honestly, we already have the Wraith to carpet bomb swarms of light units anyway, so while yah, the Titans have more stuff, its extra stuff is stuff that's designed to do what our primary (current) bomber design already does. I'll take the economic choice over that thank you. Specially when the only anti-air design we can take doubles as a counter to light unit swarms already, and given that moving around without AA in a modern battlefield is silly we'd never want to leave that behind anyway.

If people think I'm making good sense with this force template, I'd suggest also grabbing the Locust gunship, which would shred enemy swarms cheaper then our heavy bomber would, while it's lack of anti-heavy unit firepower isn't really a problem given we'd have the Relentless, Thunderer, and Paladin to blow the shit out of enemy heavy stuff, and then take the Razor to make sure we keep air superiority, as it's a dedicated fighter design and between the Wraith and the Locust I don't think we'd need the Broadsword's extra anti-ground firepower.
at the same time having all those anti light unit things would cause us pain in the long run, and a special ability like the scorpion has would be useful in a lot of situations, So i would reccomend we get the broadsword just so we have something to help us deal with any heavy units which our stuff cannot get close to (like say a railgun cruiser with basically horizon kill capability) plus with our ground AA also being pretty good we can get away with sub-par interceptors. Also our wrath bombers are more strategic assets than tactical ones, so a fighter-bomber would be a great asset for close in support. also i thing the relentless is really overkill for what we need right now, and i think we would be better served with either the scorpion's ambush abilities (artillery/bombing run followed by an ambush), or the raw speed of the raider. Plus if we were to pair either of them with some firesupport for some ambushes and hit&run tactics we could seriously hurt the enemies ability to mount an attack.
 
Special abilities are nice, but both the scorpion and the raider are skirmishy units when we haven't done the light unit designs action yet. The more I think about our choices the more I want to see what actual light units we can choose from before we make our choices. And the Relentless is a really really good tank. Ambushing is nice, but is it nice enough to use an ambush tank for our most common tank? Because that's what our medium unit slot tank is going to be, because it'll have more firepower then a light unit can muster (that isn't just a gun on treads with the corresponding disadvantages to designs like that) while being cheaper then the heavy units. If we had another medium unit slot, I'd take the Scorpion or the Raider in a heartbeat, because they add some really nice options to our toolbox. But we really really really want something solid to make up the core of our forces, and the Relentless is the most solid medium tank we have available.

And bluntly, if the enemy needs to use some super advanced horizon kill range railgun artillery to counter our common tank, that is a massive win for us because it'll mean they've given up being able to fight us tank to tank in the medium vehicle scale.

And even assuming said super railgun artillery vehicle has enough AA to keep us from wraithing it, that's what the Thunderer is for, using the special ability known as 'not having to have direct line of sight to our target because we fire in an arch'. I also disagree on the Wrath being a strategic asset. In this system of war, the only that are strategic assets are the carriers (and support cruisers for smaller forces) that make up the heart of a battlegroup, because with carrier technology, if a force needs a Wrath they can literally just make it on the spot and then blow the crap out of some poor target.

But I'd really argue we shouldn't choose anything this turn, and wait to see what the light units and cruiser design options open up before making any more unit choices.

(Actually, what I really want is another medium unit slot so we can have the Relentless and one of those neat light tanks, but oh well.)
 
I think we should wait on the aircraft choices. In three turns we will have heavy aircraft choices and I would prefer a heavy aircraft as close air support.

We need to choose a single medium and heavy unit now (for the combat trials). We should just choose one of each and leave the other slots open for now.

The other heavy unit option should be left open to see what the railgun results are, and the other medium choices depend on what light units become available.

As the medium option I would suggest the shredder, a fast unit capable of ground anti-air and anti-light units.
As the heavy choice, the Paladin seems the most useful. A (relatively) cheap tank with heavy armour and a heavy weapon.
 
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i say we take the thunderer, paladin and relentless to get full use out of our production lines.
 
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